How do I load .MD3 object files?

Hi!

I’m using gmax with an export-tool for MD3 files. After spending hours of building a neat model, i wanted to load it in my Xith3D scene. I searched on the web and in the javadocs for a hint/class/tutorial/trick/whatever. The only thing i found was the MD2-loader-project from the tk and the ASE loader classes.

“Java Cool Dudes” screeny on the Xith3D index page seems to prove, that a MD3 loader allready exists.

Where can i get it? Or works the MD2 loader as well for MD3 files? (Actually, i dont think so)

(no need to conceal that i’m quite new to that stuff…)

Thanks!

Johannes

Linky linky link :stuck_out_tongue:
I will try to tweak the code a litte bit more, and make it able to load models as well well as their textures from JAR files :slight_smile:

thanks a lot!

(This post does not intend to increase my post number :). Its only good manner ;D)

Schabby

You’re very welcome
postCount++; ;D

Me again…

I just ran a test of the Quake3Test class. It worked perfectly after adding

-DXITH3D_USE_VERTEX_BUFFER_CACHING=false

to the VM options (i checked the Xith3D FAQ and found an almost 100% matching question :o : I have a nVidia card, are German, but dont use linux ;D).

be that as it may… (copied from a dictionary)

After having a short look into the source code of MD3Loader.java, i seems to me, that only creature like objects can be loaded (because of SetTorsoAnimation(…), SetTorsoAnimation(…) and so on). But what’s about lets say cars? trees? or hot dogs? :-/ Can i load them into the scene with the MD3 loader? Maybe there was never a plan to load other things than creatures… Or the MD3 file format was not designed to contain the daily needs of a scene graph…

thanks!

Ummm I’ll see what I can do

Please, dont begin coding only for me! Im flexible and can find an other way to load my objects… (hopefully)

postCount++; ;D

[quote]After having a short look into the source code of MD3Loader.java, i seems to me, that only creature like objects can be loaded (because of SetTorsoAnimation(…), SetTorsoAnimation(…) and so on). But what’s about lets say cars? trees? or hot dogs? :-/ Can i load them into the scene with the MD3 loader? Maybe there was never a plan to load other things than creatures… Or the MD3 file format was not designed to contain the daily needs of a scene graph…

thanks!
[/quote]
Hi !
Did you find a solution ? I’ve got the same problem, i only can use free software (Blender, gmax…) but at the moment nothing works :frowning: I read that the Xith team is very busy, so i’m just searching for a plugin/script that works fine in a free modeler software :slight_smile:
thanks for your help
kayl

PS : sorry for my english

NB : to Xith 3D team. I’m very impressed in your work ! :wink:
Edit : sorry, i didn’t see snaga’s post

Quake Rally has a nice descriptor of an MD3 file being used for cars. http://www.quakerally.com/docs/models.html

The car is setup a lot differently than a humanoid, but it’s the same deal with meshes, tag_'s and textures. “MD3Loader.java” pretty much just does a character setup, and keeps all the MD3-specific code in the MD3 packages.

@Kayl667 – GMAX has built in MD3 exporting, apparently, and ten seconds of googling revealed this about importing: "You CAN import MD3 models. But you need to do this as a quake entity rather than using the import function from the file pull down menu. " – http://www.mailgate.org.uk/uk/uk.games.computer.quake3/msg13428.html

There’s also an MD3 compiler that will let you compile MD2, 3DS and ASE objects.
You can find the link on this page
http://www.merlin.zsnes.com/tutorials/export/

Hi Schabby
Could you tell me what’s the program you use to export from Gmax to .md3?
Is it free? If so, where could I download it?

Thanks